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Anonymous /vg/532842979#533428850
7/31/2025, 10:09:38 PM
>>533402057
Our apologies, the cultists here are not very intelligent with the things they type. They will say literally anything, as long as it defends the FF game they champion.

>The stagger system in those games just feels a bit half-assed and lacking in meaningful decision-making
I'm gonna agree. I wish it had FFXIII style juggles or 999% damage multiplier that you could work up to. FFXIII made Stagger feel like a mechanic that is truly required to succeed.

Here's my suggestion on how to improve Stagger: Finishers. Like SOP or any other great action game, there should be a finishing move with a button prompt that you can initiate to immediately kill a mob that's been staggered. A perfect way to do this for an RPG is to design finishers for every party member, and then when you activate the finisher, it will grab one of your party members. So it's not just Cloud smashing and grabbing, but Barret, Tifa, Yuffie, Red, etc. This would make combat faster and more satisfying whenever you land that Stagger, rewarding you with an instant kill if the enemy health is low enough.

Like you mentioned too, there should be some sort of juggling! There are ways to bring enemies up into the air and keep them there, but making Staggered enemies juggle-able instead of laying down on the ground for you to wack would instantly improve that Stagger state. Considering how you can even literally Launch some enemies using some specific skills, it would be a pretty easy change. If I could knock them up into the air after Stagger and then smash them down again or finish them off with a finisher, that would make interacting with the Stagger phase literally 3X as interesting, being open to more player expression

Instead of just wacking dude with whatever strongest ability you have, you might input a quick button prompt sequence (think Bushido moves) to do a cool kill animation that instantly defeats them.

>>533428491
Vanille kun didn't shit on XVI. I didn't either, cultist.